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Jet Set Radio Pros: >Mission-based structure and arcade-influenced

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Jet Set Radio
Pros:
>Mission-based structure and arcade-influenced design gives players a reason to keep playing the game in the pursuit of improving their scores.
>Between the timer, the escalating police threat and the analogue inputs required for larger grafiiti, standard missions provide a constant challenge that the player must learn to overcome through acquiring skill.
>Level design that rewards the player for experimenting with opportunities for trick combos and infinite grind routes which are both satisfying to pull off and provide the opportunity for even higher scores during missions.
>Structure of the game teaches players the ins-and-outs of each level's sub-section in self-contained missions before challenging players with taking on all sub-sections at once and discovering the best way to take on the whole stage during the Golden Rhino/Jet Graffiti/Jet Technique missions.
>Heavy focus on momentum rewards players for learning the level layouts with speed.
>Incredible soundtrack.
>High skill ceiling.
>Massive replay value for high-score chasers.

Cons:
>High skill floor.
>Collision detection in half-pipes is fucked.
>Can't restart missions unless you finish it or die.
>30fps.
>Bad pop-in.
>>
Jet Set Radio Future
Pros:
>60fps
>Better animations
>Trick system is improved.
>Half-pipe collision detection is improved.
>Jumping from grinds is improved (no longer snaps you in place for the initial part of the jump but still has heavy momentum).
>Street challenges are a good addition.
>Incredible soundtrack.

Cons:
>Low skill floor with only five minutes of getting used to the controls to hit the skill ceiling.
>Graffiti dumbed down to a single button press.
>Open exploration was a big step in the wrong direction and removed all challenge or skill from tagging graffiti.
>Police encounters only happen in walled-off instances (which are extremely easy) so the only threat of dying outside of these is if you keep falling off during Skyscraper District or Sky Dinosaurium.
>No strategy required in choosing which graffiti to hit, just follow the line of a graffiti in a loop around the level because there's nothing that can hurt you.
>Each stage basically consists of skating around a map that has no hazards, holding a single button to tag graffiti and very rarely having to perform an enjoyable platforming sequence before back to the drudgery.
>Deathball against braindead AI three fucking times.
>Impact of ground and grind momentum made non-existent.
>No replay value.

I can't believe I used to think that Future was a better game. For every little improvement that it offered, it removed something great until all that's left is a well-presented, empty husk of a game.
>>
>>382510047
>>Graffiti dumbed down to a single button press.
Is this really a con? Those QTEs were not fun and slowed the game down
>>
>>382510250
It's a minor flaw that is the child of a much larger issue.
The graffiti inputs in the first game added another layer of strategy to the game which makes it more engaging when playing. By stopping to draw this graffiti it made you vulnerable to police. That meant that when planning how to take on each level, you would have to consider which graffiti spots you would take on first. Spray the first tags you see without thinking and you would likely trigger more police reinforcements with a lot of medium/large left to go which would make it more difficult to outrun the police. However if you planned ahead and went for the larger targets first it meant that by the time the area was swarming with reinforcements, you could focus on speeding through the level and hitting the smaller tags.
On it's own, the graffiti QTEs aren't important. It's the way it's implemented in conjunction with the placement of tags, the time limit and the police escalation that made it worthwhile.

In isolation, reducing the QTE to a single button press isn't that bad. But when you combine that with all the other obstacles being removed, it means that there is no more challenge in tagging graffiti.

That's my issue with the graffiti removal.
>>
Future is better.
>>
>>382510047
>Incredible soundtrack
Future's soundtrack is really bad. The only thing you could argue it has over the original is the lack of the two shitty rock songs added to the NA version but then the NA version also had Improvise which is the best song in either game.
>>
>>382511546
JSRF remixes are almost always better or alteast as good as the originals.
https://www.youtube.com/watch?v=_4lkYtwQhXU
>>
>>382509976
>tfw started on JSRF and JSR is too removed and simultaneously too clunky for me to grasp easily

JSRF still has some bullshit control issues though. I just unlocked the last character in the roster this week though so I guess I won't be playing it again for a few years
>>
>>382511654
They're utter garbage.
>>
>>382509976
>High skill floor.

the fuck does that mean?
>>
>>382513475
Fuck off.
>>382513558
A high skill floor means some time investment is required to grasp the basics of a game. When someone says "easy to learn, hard to master" they're referring to something with a low skill floor but a high skill ceiling.
>>
>>382513558
Not him but I'm pretty sure it means it's harder for someone to grasp as easily to become better and master the game but it should have just been referred to as a steep learning curve instead imo
>>
>>382513846
>but it should have just been referred to as a steep learning curve instead imo

haha this is what i was thinking
>>
>>382513879
>>382513846
>steep learning curve
That's the phrase that I was trying to think of.
Sorry about that.
>>
>>382513846
How's that a good thing though? Shouldn't easy to learn, hard to master be the ideal?
>>
>>382514008
Well it is listed as a negative.
>>
>>382510047
congratulations this is the conclusion i came to when i was fucking 12
>>
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niggas acting like "high skill floor" isn't a common terminology
>>
>>382514008
He listed it as a con though.
>>
Both are different experiences like you said, but I can't really top one. I just enjoy the ride playing both once in a while, be having a more strict gameplay in the original or Future's with that boostan and trick system
But I sure do enjoy overall the more stylish and unique soundtrack of JSR than Future, despite loving some tracks of Future(i am looking at you Butterfly, concept of love and i am not a model).

>>382511546
>Pal version
>no those 2 NA shitty songs
>had improvise and 3 exclusive songs

Based Sega Europe.
>>
>>382511546
>playing and grooving the cool songs
>suddenly fucking Dragula
did rob zombie pulled a games workshop and let everyone mess with his musics?
>>
>>382516020
>not liking Rob Zombie
I agree that it doesn't fit the vibe of the game but Dragula is baller.
>>
>>382516094
it's not hating, it's more "every single game with Dragula on background"
I played it only last year onsteam and it was unexpected and frustating
Thread posts: 23
Thread images: 2


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